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Blender V5.0
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Go to the source code of this file.
Macros | |
| #define | NODE_INTERSECT bvh_aligned_node_intersect |
Functions | |
| ccl_device bool BVH_FUNCTION_FULL_NAME | BVH (KernelGlobals kg, const ccl_private Ray *ray, ccl_private LocalIntersection *local_isect, const int local_object, ccl_private uint *lcg_state, const int max_hits) |
| ccl_device_inline bool | BVH_FUNCTION_NAME (KernelGlobals kg, const ccl_private Ray *ray, ccl_private LocalIntersection *local_isect, const int local_object, ccl_private uint *lcg_state, const int max_hits) |
| #define NODE_INTERSECT bvh_aligned_node_intersect |
| ccl_device bool BVH_FUNCTION_FULL_NAME BVH | ( | KernelGlobals | kg, |
| const ccl_private Ray * | ray, | ||
| ccl_private LocalIntersection * | local_isect, | ||
| const int | local_object, | ||
| ccl_private uint * | lcg_state, | ||
| const int | max_hits ) |
Definition at line 28 of file local.h.
References __float_as_int, bvh_clamp_direction(), BVH_FEATURE, BVH_HAIR, bvh_instance_push(), bvh_inverse_direction(), BVH_STACK_SIZE, ccl_private, ENTRYPOINT_SENTINEL, intersection_skip_self_local(), kernel_assert, kernel_data_fetch, NODE_INTERSECT, OBJECT_NONE, P, PATH_RAY_ALL_VISIBILITY, PRIMITIVE_ALL, PRIMITIVE_MOTION_TRIANGLE, PRIMITIVE_TRIANGLE, SD_OBJECT_TRANSFORM_APPLIED, float4::w, float4::x, float4::y, and float4::z.
| ccl_device_inline bool BVH_FUNCTION_NAME | ( | KernelGlobals | kg, |
| const ccl_private Ray * | ray, | ||
| ccl_private LocalIntersection * | local_isect, | ||
| const int | local_object, | ||
| ccl_private uint * | lcg_state, | ||
| const int | max_hits ) |
Definition at line 221 of file local.h.
References BVH_FUNCTION_FULL_NAME, ccl_device_inline, and ccl_private.